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               Question by 
               khoatic · Dec 23, 2013 at 09:42 AM · 
                shadershadersshadowsforward rendering  
              
 
              Transparent/diffuse using fullforwardshadows
So Im trying to make it so I can use forward rending so i can create shadows using spotlights and point lights. I have it so it will work for non-transparent objects. Now im trying to get semi-transparent objects to work. Im adjusting the built-in Transparen/Diffuse Shader as a foundation. I trying adding in the same #pragma as before, as shown below but the image is the result I got on my semi-transparent texture of a tree. Any help would be very much appreciated!! :)
  Shader "Tremble/Transparent/Diffuse" {
     Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     }
 
     SubShader {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 200
 
     CGPROGRAM
     #pragma surface surf Lambert fullforwardshadows
     #pragma surface surf Lambert alpha
 
     sampler2D _MainTex;
     fixed4 _Color;
 
 struct Input {
     float2 uv_MainTex;
 };
 
 void surf (Input IN, inout SurfaceOutput o) {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
 }
 ENDCG
 }
 
 Fallback "Transparent/VertexLit"
 }
 
               
 
                 
                tmp.png 
                (148.9 kB) 
               
 
              
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